Lancer: No Room for a Wallflower | Mechs, Bugs, Robots, & Lore!

The colony of Evergreen issued a distress call, and you've been routed to help. You don't know what to expect, but it's enough to send mech pilots...

TYPE

Campaign

SYSTEM

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
1 SEAT LEFT
$20.00

/ Session

Details

Bi-weekly / Tuesday - 3:30 AM UTC

Jan 6 / Session 2

Session Duration / 2.5–3 hours

Campaign Length / 15–20 Sessions

4 / 5 Seats Filled

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Schedule

Tue, Jan 06 | 3:30 AM – Session 2

Tue, Jan 20 | 3:30 AM – Session 3

This game will begin once 3 players have joined

Meet your party members

4/5

About the adventure

No Room for a Wallflower is a story of uncovering the past, discovering the mistakes of history, and putting in the work to make things better—one step at a time. It takes place on the planet Hercynia, which is simultaneously completely forgotten to the majority of the residents of the interstellar Union and integral to its dark history (and only somewhat brighter present). Players will be Lancers—elite mech pilots tasked with handling dangers, disagreements, and disasters across Union space. While each pilot may be present for different reasons, all have been sent to Hercynia to respond to a distress call from the young planetary colony Evergreen. Whether they are Union agents helping to bring peace across its claimed space, corporate agents of Landmark Colonial seeking to protect and recover valuable assets on-planet, or mercenary agents looking to complete jobs and earn citizenship and luxury, they abide the unsaid law of the space-lanes: if a distress signal is received, you answer it. This campaign is rife with rigorously challenging combat encounters, opportunity for creative answers to difficult problems, and choice-driven storylines. Player actions, relationships with NPCs, and results of combat and narrative scenes all directly affect how the campaign unfolds, so even players that have previously experienced No Room for a Wallflower will have the opportunity for new adventures, fights, and outcomes. Lancer RPG generally takes two forms: technical, challenging combat missions, and open, creativity-led roleplay scenes. I use hex-based tactical battlemaps for the former, and I adapt the difficulty level to the appetite and capability of the player group. For the latter, I use Theater of the Mind-style roleplaying alongside NPC portraits, handouts, regional maps, art scenes, and Clocks (a la Blades in the Dark). I offer battle animations, sound effects, and the like for player groups that prefer it, but I have also run this without such media for players with limited computers.

Game style

Combat Heavy

Roleplay Heavy

Tactical / Crunchy

Theater of the Mind

Meet the Game Master

5.0

(7)

Voice Actor

Less than a year on StartPlaying

2 games hosted

Highly rated for: Teacher, Inclusive, Rule of Cool

Average response time: 4 hours

Response rate: 100%

About me

I'm a professional RPG Facilitator for neurodivergent college students in the Pacific Northwest, and a contract-based Gamemaster for online RPGs. I have over 20 years of experience leading RPGs of all sorts, specializing in D&D5e, Lancer, Star Wars (FFG/Saga/d20), and Avatar: Legends. I prioritize safety, storytelling, and fostering a safe space for everyone to create together in my games. I have worked as a writer and editor for over a decade, done professional voice acting and video editing, and worked as a tournament organizer at local gaming stores. My experience in creative endeavors, virtual environments, and fantasy culture have all led to my role as a professional Gamemaster.

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Character creation

Creating your character

Players may opt to make characters before joining in Lancer's CompCon program, but are not required to. I'll help players create and complete characters during our Session Zero, and provide the resources needed to do so. Mechanically, players will begin with LL0 (License Level) characters, created using the basic rules for character creation found in the Core Rulebook. All options made available via officially-released supplements are acceptable, including talents, mechs, equipment, etc. Story-wise, players are welcome to devise backgrounds for their characters and tie them into the Lancer universe as much (or as little) as they would like. During Session Zero, we will be deciding whether the group will be a team of Union Auxiliaries, a Crisis Response Team of the Landmark Colonial corpro, or a contracted squad from the Mirrorsmoke Mercenary Company. The group can be made up of a mix of characters from each, but we'll collaborate to choose one that all characters will be working under, directly or via sub-contract.

What to expect

Preparing for the session

Players will need a Discord account to join a server that I will have available for each session's Voice chat and (optional) Video chat. The server will also have guides and tutorials for the game and VTT, system lore and campaign background story for those interested, and character creation resources and discussion. Players will need to make a free account at https://forge-vtt.com/, the hosting service I use for my Foundry VTT servers. This will be used to log into the virtual tabletop for our game sessions. Optionally, players can choose to create and submit any art they would like to use for their pilot characters, their mechs, or any other elements they wish to create for their characters and wish to see in-game. Players may also wish to create an account at https://compcon.app/, Lancer's official online character creator and manager. Characters and mechs can be imported from CompCon into our Foundry VTT server to save time, but this is not a requirement; we can also build characters within the VTT.

What Emgee brings to the table

Most important resources and materials for Lancer RPG are free to players, either on Massif Press' store page (https://massif-press.itch.io/) or via Lancer's online character manager (https://compcon.app/). This includes the player-facing Core Rulebook. Any campaign-specific materials or official support content will be provided by me via the Discord channel, including .lcp files for CompCon. Players shouldn't feel like they need to study or memorize the rules beforehand. I'm very happy to explain the rules of Lancer as we go, as this campaign does a great job of building complexity alongside player experience. Lancer has a very clear split between its combat and narrative gameplay modes; while the combat is tactical, precise, and concrete, the roleplaying side is very open and malleable. While some combat actions may affect the narrative and some roleplay choices may likewise affect future combat scenes, these modes are generally separate. While I am happy to use Rule of Cool, collaborative scene creation, and Player Privilege concepts in the roleplaying mode, players can expect a more rules-as-written, technical approach to mech combat. Regarding style, I'll add character voices for most NPCs (as long as players are alright with it) and rely primarily on a 'Theater of the Mind'-style of roleplaying for narrative scenes, supported by maps, flavor images, digital handouts, and other tools to help players stay connected. I put a lot of time into making my Foundry server fun for players to engage with; players that are distracted easily or need 'fidget' options during long play sessions can look forward to 'Codex Entry'-style journals to read during sessions. During Session Zero, I ask players if they are interested in sound effects and animations during combat scenes, background music during the sessions, and/or the option to stream games in Twitch. All such options will be based on unanimous group choice. I will do my best to provide support and character creation brainstorming via the game's Discord channel, so players that wish to integrate their characters with the campaign's story or ask about the system's lore are free to contact me between sessions.

Homebrew rules

I don't have any particular homebrew rules I use in this campaign. I usually run No Room for a Wallflower without the optional Bonds system introduced in the Karrakin Trade Baronies sourcebook, but if the group of players are experienced and interested in playing with them, we can certainly choose to do so during our Session Zero.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Emgee creates a safe table

No Room for a Wallflower is a story about the aftereffects of colonialism, genocide, and ecosystem collapse. During our Session Zero, I'll check with our players for any relevant triggers that they would like me to avoid during the game, and reiterate the content warnings for the campaign—primarily PTSD, references to a past genocide, and guerilla warfare. Also during the Session Zero, I'll walk through the X Card safety tool and how it can be used by players (and myself) to ensure anyone experiencing discomfort can halt and potentially alter play. I use digital X-Card mechanisms in Foundry VTT, saying "X" or "X-Card" via voice chat, or making an "X" symbol with fingers or arms in video chat to implement the X-Card tool. I like to conduct regular check-ins with my players in the provided Discord to gauge how folks are enjoying the campaign, style, and vibe of our sessions. Safety isn't something that is taken care of once at the beginning of a campaign for me; players should feel safe and able to let loose/unmask in my games, even if that means changes throughout the campaign.

Content warnings

Safety tools used

Frequently asked questions